I’m what some people would call a “tourist” when it comes to
the Mega Man franchise. I didn’t grow up
with the blue bomber and I didn’t play any of the games until the Anniversary
Collection on the Gamecube and even then I didn’t follow the franchise loyally. Later I would go through almost the entire
classic franchise again thanks to the Legacy Collections and Capcom Arcade
Stadium 2.
Classic Mega Man’s sequel series, Mega Man X, is a whole
different ballgame. The things people
have said about the Mega Man X games are all over the place and after playing
them over the course of this year I think my thoughts about that
particular branch of the Mega Man franchise might be a little more
interesting. I have some takes that fans
might consider “spicy.”
What makes Mega Man X more interesting to me is its
storytelling. The classic games had
stories, but they rarely did anything beyond a new plan from Doctor Wawee that
results in 8 robot masters to fight. The
X games have actual plot progression, some character development and continuity
with more cutscenes and dialogue. Sure they
don’t go a lot deeper than there being a bad guy that must be defeated, but I’m
the Shonen Otaku. I play fighting
games. As long as the heroes, the
rogue’s gallery and the stakes are all established, I’m good to go.
Obviously the story is complimented by the high-speed
wall-jumping sword-slashing Megman X gameplay, but a good story can make up for
lackluster gameplay in my eyes, which might contribute to making some of my
takes seem “spicy” to the people who put a more critical focus on game design.
They can just as well be labeled the X Trilogy, the Zero Trilogy and the Axl duology, if you ask me, since each one has a particular focus on the respective character.
X was special because he was given complete free will. In the classic games, while robots were
expressive and their own persons, it’s often brought up that they’re bound by
the laws of robotics, meaning they have to obey humans and can’t harm
them. X is not bound by such laws and
thus has complete and total autonomy.
Among the Maverick Hunters are X and Zero. Yes, Zero is X’s friend even though his
creator is the sworn enemy of X’s creator.
The reason why isn’t explained yet.
For someone like me, who went into the first game knowing who made Zero,
it was an intriguing mystery.
Mega Man X
The first Mega Man X’s plot is a robot rebellion story. The best, most elite Maverick Hunter named
Sigma goes maverick and, with the help of other turncoat hunters, mobilizes an
army of reploids to take over humanity, believing that robots are the superior
beings that no longer need to be shackled to their human creators. It’s a very familiar sci-fi premise.
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| Sigma looks really goofy here. |
Zero orders X to secure different locations of interest
around their city by defeating the ex-hunter mavericks Sigma left in charge
there while Zero tries to scout out Sigma’s home base so they can launch an
assault on the heart of the rebellion.
In the end, X, equipped with his friend’s last will, defeats
Sigma and his giant Jackal mech suit, surpassing the reploid that used to be the best Maverick Hunter.
It’s a classic hero’s journey with some nice story scripting
for a Super Nintendo action game. It
sets the groundwork for the rest of the X series, but it’s also self-contained
so if one were to only play this one, they would leave the game satisfied. In fact, for several years it WAS the only
one of the games I played, in a different form.
Being someone who didn’t get into gaming until the N64 days, I don’t have that nostalgia bias and compared to other action platformers I’ve played over the years, I don’t think it’s as good as the old-school players make it out to be. That said, it is solid and holds up today for all the same reasons its fans have given for decades: a good soundtrack, tight controls, pretty graphics, the replay value with the stage changes and, for me, a serviceable action story to tie it all together.
The endgame of a Mega Man X game is usually 3-4 full-length stages, complete with boss fights, all done sequentially. In the SNES trilogy, you do not get to take a break and shut off the game. If you do, you have to do every single endgame stage all over again, even if you use a password, and in this game that means doing that godawful enemy-filled vertical hallway again.
The final boss area makes it even worse. It’s bad enough that if you lose to the
boss’s final form you have to fight the first form again (and his dog) just to
get to that point and potentially die again as part of the learning process,
but if you used your sub-tanks against the final boss and lost, you have to
refill those sub-tanks, which is agonizing.
The only way to refill the sub-tank in the final area is by constantly,
nigh infinitely wall jumping to kill puny robot caterpillars that slowly crawl
out of a hole in the wall and may or may not drop health items to refill the
sub-tank and on top of all that you need to catch the items as they fall or
they’ll disappear when they drop offscreen.
It’s mind-numbingly tedious and I don’t know why I don’t hear more
people call it out. I hate it.
If the collection had save states, I would be able to save
before fighting the first phase with full sub-tanks and get right back into the
fight to try again when I died, then I would be able to save before fighting
the second form so I wouldn’t have to fight the first form over and over and
over and over and over and over again. I
already proved I can beat the first form!
Just let me get on with it! It
sours my enjoyment of a game when it fails to stick the landing like this. It’s a good thing then that there’s a better
option.
The first game’s remake, Maverick Hunter X, was my first Mega
Man X game and it is better than the original in every way. Maverick Hunter X makes all the best things
about the original better and changes or excises some of the worst parts.
Maverick Hunter X’s changes to the level design also make it
more consistently fun from beginning to end (taking out that cursed vertical
hallway section), but it didn’t fix everything.
My problem with the dash upgrade wasn’t changed (only the location of it
was) and my problems with the final boss stage weren’t fixed either, at least
in the actual stage. The multiple sections
of the endgame are segmented and selectable from the stage select menu without
needing to do the entire thing in one go and one of the final boss’s more
difficult to avoid attacks was changed into something more manageable. Thank you, pre-evil Capcom.
There’s also a mode where you play as Vile, which isn’t fun,
and a demo for the original Mega Man’s remake, Mega Man: Powered Up that only
has Cut Man’s stage. They aren’t worth
noting. You get Maverick Hunter X for
the main campaign.
Mega Man X2
With a lot of self-contained stories that end with the villainous ringleader being defeated, the viewer is left to assume that the cause they were leading peters out after the credits roll, but when there’s a sequel you can bet one of the plots they’re going to bring out is about the remnants of the villain’s army. That’s what Mega Man X2 does.After Sigma’s defeat, achieved thanks in part to Zero’s sacrifice,
the Maverick Hunters are hunting down the last of Sigma’s army of
Mavericks. The elite mavericks X is
hunting down are just a distraction, however.
A trio of villains behind the scenes scheme to resurrect Zero and bring
the powerful Maverick Hunter to their side using his parts that they snagged
from Sigma’s fortress after the first game.
The one thing they’re missing is Zero’s control chip, which I guess is
the lynchpin that makes the body function or contains his soul or
something. Dr. Cain has the control chip
in his possession so before long the trio challenges X to battle them with the
3 parts of Zero on the line. Since
they’re after X for the control chip, this trio of villains is named the X
Hunters.
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| Art by Ryan Gilleece |
Being able to repair Zero also sets a precedence for the reveal
at the end of the game that the mavericks rebuilt Sigma, making it feel like
less of an excuse to bring the main villain back. The final phase of the boss also hints at
Sigma’s true nature, which the next game builds on.
| Flame Stag's stage is the worst offender. |
Serges is another boss that forces you to wait your turn
until he only gives a brief moment to get a shot on him, which is when he
unleashes a bullet hell that’s difficult to avoid, all the while he drops mines
the mega buster shoots over because you can’t crouch.
Violen’s wrecking ball trajectory is random and will inevitably hit every time, leading to a battle of luck and attrition. You can’t count on his weakness because it doesn’t make him flinch and it’s quite possibly the suckiest weapon in the franchise, rivaled only by the Top Spin.
Agile can come charging in for a dash attack that activates instantly with no pattern or time to react. When he isn’t doing that, he’s using a long distance attack that might force you to dash under it, potentially right into him, because we just couldn’t have ducking in this game!
Then they all come back one more time at their arctic base in the endgame, where Violen and Serges are even MORE aggravating to fight!
Violen’s wrecking ball trajectory is random and will inevitably hit every time, leading to a battle of luck and attrition. You can’t count on his weakness because it doesn’t make him flinch and it’s quite possibly the suckiest weapon in the franchise, rivaled only by the Top Spin.
Agile can come charging in for a dash attack that activates instantly with no pattern or time to react. When he isn’t doing that, he’s using a long distance attack that might force you to dash under it, potentially right into him, because we just couldn’t have ducking in this game!
Then they all come back one more time at their arctic base in the endgame, where Violen and Serges are even MORE aggravating to fight!
Then, for the final boss, Sigma’s first form is full of
difficult to avoid attacks that come out with very little warning and it’s
followed by his true form against what we can only at this point assume is his
soul, which takes a crap ton of damage to kill!
This is all on top of the problem the first game had: you have to do the
endgame all at once! No turning the game
off! Also, once again, if you die to
that damage sponge of a final boss phase, you have to do the first one all over
again and you don’t get your sub-tanks back except this time there’s no way to
refill them in the room before the boss!
These games need save states!
Mega Man X3
After the end of X2, Sigma’s rebellion is kaput. He already lost his backup body, the X
Hunters and Zero, but the finishing blow is dealt by a reploid scientist named
Dr. Doppler.
Doppler claims the reason robots went Maverick was because
of a mind-altering computer virus called the Sigma Virus. Through his research, Doppler developed a counter
program for the virus and brought all the Mavericks to his lab to heal them,
ridding the world of the threat of Mavericks.
At first glance it’s disappointing that the game seems to
explain that the Mavericks didn’t rebel out of their own free will, which flies
in the face of character bios and the added dialogue in Maverick Hunter X, but
I think there’s an implication that the game doesn’t make especially
clear. In the gallery it states that
Doppler “claimed” that the mavericks were the result of an evil mind control
virus. That implies the Sigma Virus
explanation was a lie for those instances.
It is indeed a real thing, but the mind-controlled Doppler used it as an
excuse to bring the mavericks to him and mobilize an army. If the mavericks loyal to Sigma played along,
it would be easy to fool people.
The other possibility is that the Sigma Virus doesn’t take direct control, but rather influences the reasoning of those it infects without them knowing, kind of like with Saren in Mass Effect. Regardless, all the robot bosses in X3 except for one (Gravity Beetle) are explicitly under the control of this mind-altering Sigma Virus.
The other possibility is that the Sigma Virus doesn’t take direct control, but rather influences the reasoning of those it infects without them knowing, kind of like with Saren in Mass Effect. Regardless, all the robot bosses in X3 except for one (Gravity Beetle) are explicitly under the control of this mind-altering Sigma Virus.
Vile, Bit and Byte are more fun to figure out the patterns
of and fight than the X-hunters and I like how Doppler’s men combine into one
super-mecha if at least one of them lives (I assume a lone one uses the nearby
spare parts of the other), which is another thing I like about the
storytelling: branching variants and replay value. Factors like whether Doppler’s enforcers are
destroyed by their weakness or whether Zero is still alive by the end create
different variants on the end game, making the way the player chooses to play
matter even more than in X2.
I think the visuals are a step up from X2’s too. The stages are a little longer this time
around, but there’s such detail put into them that their visuals don’t get
repetitive. Toxic Seahorse’s stage goes
from a sewage system to water processing near the dam, Neon Tiger’s goes from a
standard forest stage to the glowing undergrowths of their roots and Tunnel
Rhino’s goes from caverns have both caverns with flowing water and the energen
mines. In the first 2 games the way the
locations looked were generally much more straightforward and not long enough
to go much further beyond what was presented in the map screen at face value. X3’s stages also have far more minibosses,
which further sets its stages apart from each other.
That sound that plays after you get a new weapon accompanied
by a fancy wire frame of said weapon is the stuff that gives me a dopamine hit.
There’s so much I really like about X3, but it all comes
crashing down because of one fatal flaw: boss
damage!
What this means is that the pacing of the game is shot. Any progress is brought to a screeching halt
so the player can gather heart tanks and the armor pieces to stand a chance
against the bosses, except most of those armor pieces need the boss weapons to
get them and in such a way that you can only get them in a specific order! We have another leg piece situation like the
first game here too. The leg piece
toward the end of Blizzard Buffalo’s stage is needed to get several
collectibles, which might as well be mandatory, and a first time player won’t
know that.
You get into a routine with X3. Go to a stage, get the collectibles you can,
die, choose another stage to get the collectibles you can, die and repeat that
until you have enough heart tanks and sub-tanks to not die in just a few hits
from one of the bosses. I only started
making progress after at least an hour of preparing while dying over and over
again. By the time I had enough to beat
one of the bosses, I was sick of constantly going through the same stages and was
only playing to the end out of obligation.
Of course, you have to do the endgame in one go and have to
fight the final boss’s first form if you lose to the second form with no refill
for your sub-tanks. At least this time
the golden armor is an option, which lets me wait for the tanks to refill while
I went to get a drink from the fridge or something. It’s better than the stupid caterpillar
shaft, but still, this game needs save states.
There’s so much I like about X3 that it’s depressing how
badly one major flaw killed any joy I could’ve had with it. It’s like what happened with Reshef ofDestruction or Mortal Kombat Mythologies.
I decided to try and make X3 fun the same way I made those games fun:
cheating.
I don’t mean that I used rookie hunter mode. I think that mode swings the difficulty too
hard in the opposite direction, making the player nearly invincible and making
enemies take tons more damage than they should.
Rookie hunter mode isn’t just for a casual playthrough. It’s for customers at Weenie Hut Jr.’s and
anyone playing Mega Man X6, but that’s for next time.
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| I got a custom box. |
The second addition is the completely remixed soundtrack on
stronger hardware with more audio channels.
If the SNES music sounds like it’s trying to be Guns n’ Roses then the
PS1 version’s music sounds like it’s trying to be covers done by Devo,
replacing the rockin’ guitar sounds with rockin’ keyboard solos.
Those are nice upgrades for a game with already solid
graphics and music, but for those who only have the Legacy Collections and
might think the old collection’s worth getting, don’t bother. The old collection’s version of X3 is the only
game in it that’s different from the Legacy Collections and it’s not worth
going out of your way for. The only
other thing you’re missing out on is Mega Man: Battle and Chase, a really crappy throwaway
go-karting game.
Just like with Reshef of Destruction and MK Mythologies, the
fact that I have to cheat to have fun with Mega Man X3 leaves me with mixed
feelings. That there is fun in any circumstance
at least means there’s a good game in there, but if I have to judge the game
purely based on how it’s meant to be played normally, it’s a disappointment. I can recommend it with the full armor
password. That’s something, at least.











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